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Updating copyright year and README.
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README.md

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![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)
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Phaser 1.1.4-dev
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================
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Phaser 1.1.4
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============
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 1.1.4 "Kandor" - Released: -in development-
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Version: 1.1.4 "Kandor" - Released: February 5th 2014
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@@ -23,13 +23,23 @@ Read the [documentation online](http://docs.phaser.io)
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Welcome to Phaser
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-----------------
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Over 1000 github stars! Wow! The latest release of Phaser represents another hard months work by the development team and the community at large. We've had some great contributions and have not let-up the pace of innovating and pushing Phaser forward. As we march towards the end of 2013 we do so knowing that with every passing month more and more developers are using Phaser, and more games are being made. All while it is getting stronger with each release.
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As you may know we had planned to release 1.1.4 at the end of 2013. For various reasons this didn't quite happen, but we're happy to announce it's finally out! There have been some dramatic changes internally, and if you make use of either the physics systems or tilemaps then you are going to need to update your code. Hopefully only a little bit, but there have been a number of core API changes which we detail below. There are also a host of new features, the headliners being:
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Our plan is to end 2013 with one final point release (1.1.4 - "Kandor") and then we'll start planning out the features we wish to see in version 1.2 in the New Year.
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* New Physics system. Uses SAT.js internally so physics bodies can now be rectangles, circles or polygons and support rotation.
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* New Tilemap system. Brand new collision system for tiles, much more advanced layer handling, tile properties, multiple tilesets of layer and more.
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* New Timer. This handy new class lets you create timed events easily.
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* Your Game can now be configured from an external configuration object.
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* Over 150 new features and updates and over 30 reported bug fixes.
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As always we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available back then: you are our heroes. It's your kind words and enthusiasm that has kept us going.
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This release also brings the TypeScript definitions file as bang up to date as possible. There are still a few areas that need looking at, but with your help hopefully we can iron those final few bits out and have a 100% accruate defs file on offer.
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Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've only just scratched the surface of what we have planned for it.
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There is a new Contributors Guide which we'd urge you to follow if you wish to help with Phaser development, and we've updated the doc files and added lots more details into key areas. The Examples have grown too! Now over 220 of them including several great ones from the community.
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We're going to settle on this build for a short while as we do some quick iteration bug fixing, so expect to see some small point releases very soon that do nothing but address any issues you may find. But in parallel to this we are also now rebuilding our core to bring it in-line with the latest version of Pixi.js, which has had some dramatic changes under the hood, changes will impact a lot of what Phaser does internally. But the changes are all for the better and once we upgrade Pixi you'll have a significantly faster renderer and a smaller codebase too, as we do away with stacks of linked list code :)
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As always we offer a heart-felt "Thank you!" to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations. The number of games being released that were made with Phaser is staggering and we really love to see how you use it! You are our heroes. It's your kind words and enthusiasm that has keeps us going.
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Phaser is everything we ever wanted from an HTML5 game framework. It powers all of our client work in build today and remains our single most important product, and we've still only just scratched the surface of what we have planned for it.
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![MiniCybernoid](http://www.photonstorm.com/wp-content/uploads/2013/10/phaser-cybernoid-640x480.png)
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Change Log
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----------
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Version 1.1.4 - "Kandor" - In development
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Version 1.1.4 - "Kandor" - February 5th 2014
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Significant API changes:
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**Physics**
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Phaser ships with our Arcade Physics system. An extremely light-weight AABB physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, drag and full collision and separation control.
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Phaser ships with our Arcade Physics system. A SAT based collision and physics library perfect for low-powered devices and fast collision response. Control velocity, acceleration, bounce, damping and full collision and separation control. As of version 1.1.4 we now support rectangles, circles and polygon collision with full rotation.
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**Sprites**
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Road Map
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--------
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The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map:
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Here is what's on our road map for the coming months:
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Version 1.1.5 ("Saldaea")
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* A fast turn-around point release that will focus on addressing any bugs that occured as a result of the large changes that took place in 1.1.4.
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Version 1.2 ("Saldaea")
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Version 1.2 ("Shienar")
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* Update to Pixi 1.4 - this newly released build has lots of internal changes and new features we want to take advantage of.
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Version 1.3 ("Shienar")
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Version 1.3 ("Tarabon")
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* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
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* Dedicated CocoonJS packaging features (screencanvas, etc)

examples/collision/circle vs polygon.js

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@@ -41,15 +41,14 @@ function create() {
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sprite4 = game.add.sprite(380, 100, 'wizball');
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sprite4.body.setCircle(46);
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sprite4.body.collideWorldBounds = true;
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sprite4.body.friction = 0;
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sprite4.body.bounce.setTo(0.9, 0.9);
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sprite4.body.velocity.setTo(100, 100);
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}
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function update() {
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game.physics.collideArray(sprite4, [ sprite1, sprite2, sprite3 ]);
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game.physics.collide(sprite4, [ sprite1, sprite2, sprite3 ]);
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}
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examples/games/starstruck.js

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@@ -25,17 +25,6 @@ var bg;
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function create() {
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$('#step').click(function(){
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console.log('---- STEP', game.stepCount, '-------------------------------');
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game.step();
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});
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$('#start').click(function(){
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console.log('---- START DEBUGGING -------------------------------');
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game.enableStep();
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player.debug = true;
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});
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game.stage.backgroundColor = '#000000';
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bg = game.add.tileSprite(0, 0, 800, 600, 'background');
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player.body.collideWorldBounds = true;
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player.body.setRectangle(16, 32, 8, 16);
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// Un-comment this on to see the body collision areas / data
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// player.debug = true;
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player.animations.add('left', [0, 1, 2, 3], 10, true);
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player.animations.add('turn', [4], 20, true);
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player.animations.add('right', [5, 6, 7, 8], 10, true);
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}
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}
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// if (jumpButton.isDown && player.body.touching.down && game.time.now > jumpTimer)
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if (jumpButton.isDown && player.body.onFloor() && game.time.now > jumpTimer)
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{
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console.log('jump');
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player.body.velocity.y = -250;
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jumpTimer = game.time.now + 750;
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}
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function render () {
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game.debug.renderPhysicsBody(player.body);
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game.debug.renderBodyInfo(player, 16, 24);
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if (player.debug)
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{
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game.debug.renderPhysicsBody(player.body);
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game.debug.renderBodyInfo(player, 16, 24);
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}
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}

examples/games/tanks.js

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this.turret.anchor.setTo(0.3, 0.5);
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this.tank.name = index.toString();
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this.tank.body.immovable = true;
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this.tank.body.immovable = false;
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this.tank.body.collideWorldBounds = true;
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this.tank.body.bounce.setTo(1, 1);
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};
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var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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// var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render });
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function preload () {
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tank = game.add.sprite(0, 0, 'tank', 'tank1');
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tank.anchor.setTo(0.5, 0.5);
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tank.animations.add('move', ['tank1', 'tank2', 'tank3', 'tank4', 'tank5', 'tank6'], 20, true);
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// tank.play('move');
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// This will force it to decelerate and limit its speed
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tank.body.friction = 0.2;
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tank.body.linearDamping = 0.2;
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tank.body.maxVelocity.setTo(400, 400);
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tank.body.collideWorldBounds = true;
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game.physics.collide(enemyBullets, tank, bulletHitPlayer, null, this);
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game.physics.overlap(enemyBullets, tank, bulletHitPlayer, null, this);
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for (var i = 0; i < enemies.length; i++)
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{
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if (enemies[i].alive)
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{
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enemies[i].update();
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game.physics.collide(tank, enemies[i].tank);
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game.physics.collide(bullets, enemies[i].tank, bulletHitEnemy, null, this);
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game.physics.overlap(bullets, enemies[i].tank, bulletHitEnemy, null, this);
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enemies[i].update();
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}
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}
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examples/games/wabbits.js

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wab.name = 'wab' + i;
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wab.body.collideWorldBounds = true;
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wab.body.mass = 0.1;
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wab.body.friction = 0.2;
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wab.body.linearDamping = 0.2;
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hill = game.add.sprite(450, 400, 'hill');
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block = game.add.sprite(575, 300, 'block');
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block.body.collideWorldBounds = true;
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block.body.mass = 5;
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block.body..friction = 0.4;
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block.body.linearDamping = 0.4;
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analog = game.add.sprite(200, 450, 'analog');
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analog.body.allowGravity = false;

examples/input/gamepad tanks.js

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tank.body.linearDamping = 0.2;
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tank.body.maxVelocity.setTo(400, 400);
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examples/physics/launcher follow world.js

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player.anchor.setTo(0.5, 0.5);
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player.body.collideWorldBounds = true;
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player.body.bounce.setTo(0.9, 0.9);
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player.body.friction = 0.2;
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player.body.linearDamping = 0.2;
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player.body.gravity.setTo(0, 8);
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// Enable input.

examples/physics/launcher follow.js

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player.anchor.setTo(0.5, 0.5);
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player.body.collideWorldBounds = true;
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player.body.bounce.setTo(0.9, 0.9);
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player.body.linearDamping = 0.2;
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// Enable input.
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player.inputEnabled = true;

examples/physics/mass velocity test.js

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s.name = 'alien' + s;
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s.body.collideWorldBounds = true;
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s.body.bounce.setTo(0.8, 0.8);
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s.body.linearDamping = 0;
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s.body.minVelocity.setTo(0, 0);
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s.body.velocity.setTo(10 + Math.random() * 40, 10 + Math.random() * 40);
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}

examples/tile sprites/colliding with tiling sprite.js

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ball = game.add.sprite(400, 0, 'ball');
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ball.body.gravity.y = 6;
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ball.body.gravity.y = 200;
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ball.body.bounce.y = 1;
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tilesprite = game.add.tileSprite(300, 450, 200, 100, 'starfield');
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tilesprite.body.immovable = true;
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tilesprite.body.setRectangle(200, 100, 0, 0);
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cursors = game.input.keyboard.createCursorKeys();
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if (cursors.left.isDown)
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{
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tilesprite.x += 8;
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tilesprite.tilePosition.x += 8;
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tilesprite.x -= 8;
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tilesprite.tilePosition.x -= 8;
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}
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else if (cursors.right.isDown)
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{
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tilesprite.x -= 8;
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tilesprite.tilePosition.x -= 8;
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tilesprite.x += 8;
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tilesprite.tilePosition.x += 8;
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if (cursors.up.isDown)
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function render() {
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game.debug.renderSpriteBounds(tilesprite);
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game.debug.renderPhysicsBody(tilesprite.body);
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}

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